Nick Hodges- Gorilla
In this talk, Nick will give an introÂducÂtion to GorilÂla Game Builder: a new tool which allows you to creÂate gamÂiÂfied research tasks, and colÂlect data on parÂticÂiÂpanÂt’s responsÂes, withÂout the need to code.
Full TranÂscript:
Nick Hodges 0:00
Alright. Okay, helÂlo again everyÂone, can you see my slides and hear me? Alright, I’m gonna take the lack of terÂriÂfied yelling from the rest of my team that you can. Alright, fanÂtasÂtic. So
0:11
thank you so much. Thank you that was, that was a wonÂderÂful talk. And it’s cerÂtainÂly realÂly gratÂiÂfyÂing for me to see these things actuÂalÂly come togethÂer and be made first and then actuÂalÂly go out there and actuÂalÂly be colÂlectÂing data in the world. That’s super excitÂing. So you’ve seen quite a few games now both are one of the examÂples that Katie and Lucy have done and the demos are Jo showed you earÂliÂer. And as as someÂbody was sayÂing, if any of you are thinkÂing that, Oh, this looks quite comÂpliÂcatÂed, I don’t think I’d be able to do that, don’t worÂry, I’m going to show you how the game builder works. And also, I’m going to show you how some of those difÂferÂent effects are created.
I should warn you, that this will comÂpleteÂly ruin games to you as these things are a bit like a magÂic trick. Once you know how it’s done, you can’t unsee it. And it’s all smoke and mirÂrors. And you’ll see how this is done in a bit. So to start off, and so when we came to design the game builder, obviÂousÂly we’re makÂing games for research for quite a long time, as Jo said earÂliÂer, and we knew we wantÂed to build a tool to let peoÂple do this themÂselves, it was no good just buildÂing all these things bespoke each time. And well, we the main sort of guidÂing prinÂciÂple that we wantÂed is, first of all, and this needs to be easy and accesÂsiÂble to put togethÂer and the sort of rough bar that we kind of said we want this to be about as easy as PowÂerÂPoint to put togethÂer. You saw uniÂty earÂliÂer that Lucy’s team had been using, which is a fanÂtasÂtic engine, but it’s big and comÂpliÂcatÂed. And it takes a takes a lot of stuff to put stuff togethÂer. I’m a great fan of uniÂty, I’ve put stuff on UniÂty before. But it’s not it’s not quick and simÂple to put things togethÂer. And the othÂer bit was, again, you saw in both of the talks earÂliÂer is that we actuÂalÂly we are makÂing games for research. We’re makÂing research games, not just games. And obviÂousÂly, we want some game like stuff in there. So we actuÂalÂly two things here, we need all the we need the core triÂal engine underÂneath it. So we need reacÂtion times we need response proÂcessÂing, we need propÂer triÂal strucÂture and all of the ranÂdomÂizaÂtion and conÂtrols that go with that. And you saw that in both the talks earÂliÂer, we still need all of the kind of stuff we’re essenÂtialÂly used to when we’re buildÂing our sort of mainÂline reacÂtion time tasks.
But we want this game to go on top, we want this parÂtiÂcle engine on top, we want this aniÂmaÂtion sysÂtem on top, and it’s the two togethÂer. That is how a game betÂter kind of comes togethÂer to give you all of the sysÂtems that you need. But with all of the experÂiÂmenÂtal powÂer that that you need in order to actuÂalÂly do research with it. So the first cool bit as peoÂple have said is the aniÂmaÂtion sysÂtem. So I’m gonna show you a bit about what this looks like. So here we are, I’ve got a rabÂbit. And I’ve got set up a simÂple aniÂmaÂtion sequence that just shows a whole bunch of the difÂferÂent aniÂmaÂtions in the sysÂtem. So if I, if I just play it here, we can see that you can make it bounce up or down, you make a scale up and down, you can make it spin, you can make a fade in and out, and so on.
Now you edit these, these aniÂmaÂtions in the aniÂmaÂtion tool. So I can go in here, I can pull up my sequence. And you can see there, all of the aniÂmaÂtions that we put in there, you can add new ones, we’ve got a big list of all the difÂferÂent kinds of effects you could put in there. And you can click on each one to to edit setÂtings. If you want to reorder them, you can just drag them around. So if I want the spin to hapÂpen first, I could put this up there play my aniÂmaÂtion again. And obviÂousÂly the spin hapÂpens first. And this, like I said, this is very much modÂelled on the aniÂmaÂtion pane in PowÂerÂPoint, which is nice and super easy just to put things in there and reorder them. So just using aniÂmaÂtions, I want to show you what you can creÂate. Now I’m going to show you a task now and I’ll explain what’s going on and then we’ll we’ll see how the aniÂmaÂtions are put togethÂer. So here we go. In this game you are a rabÂbit, there are two trees and you want to press left if the apple is on the left and right if the apple is on the right, but you need to watch out for the crafty fox, if you get it wrong, RabÂbit says no, no, I don’t want to go, there’s no apple there. And you can see this one’s got the Fox on there, so we I manÂaged to avoid that. And this one’s got a conÂfound got an apple in both trees but a fox on the left. And if I go for that one, he’s gonna say hey, no, there’s a fox there. I’m not going there.
So that’s the that’s that task. Let’s go I’m going to show it to you again. And we’re going to just call out the aniÂmaÂtions that are hapÂpenÂing. Okay, so that’s a move, there’s a shake on the litÂtle branchÂes and the apple appears and moves up, the rabÂbit goes in, the apple falls down that rabÂbit comes out again. There’s quite nice thing what we’re doing here when the app- when the rabÂbit moves to the tree is we’re movÂing the rabÂbit and we’re also scalÂing it down which gives us quite nice clever effect that looks like the the whole the rabÂbit’s movÂing into the screen. But all it is is just a move and a scale hapÂpenÂing at the same time. So all we’re doing is layÂerÂing those aniÂmaÂtions on top of each othÂer over and over again and that’s how we do most of the things that we want to do in these games. So I’m not going to take you through buildÂing this whole game but I will show you just the first few steps so you can see how easy it is. So here I’ve got a comÂpleteÂly new game, it’s comÂpleteÂly blank nothÂing in there yet.
4:47
So we’ll add a triÂal which is going to be the beginÂnings of that what else is showÂing you so the first thing we do is add a sprite, a sprite is the game word for an image on the screen. This is going to be the trees we drag our tree image in Oh, there it is. Now we can just pick it up and drag it around and resize it just like I showed in the task builder earÂliÂer. We can give it a betÂter name, we’re going to have two trees evenÂtuÂalÂly, but we’re just going to build the stuff on the right to start with. And now we’re going to build our apple. So we know we want apple texÂture to go in there, it’s going to grab the apple imagee, push thatin there. And goodÂness that’s huge, let’s make that bit smallÂer, kind of put it where we want it. And then we’re going to aniÂmate it. So we open up our aniÂmaÂtion tool, we’re going to add a clip called appear just when the apple just appears. And we want to do two things, the first one we want to just to sort of fade in. And we’ll give that a litÂtle duraÂtion, just a short amount of time for it to fade in. And then we want just a move up in the air a litÂtle bit just to kind of give some give us some moveÂment to draw attenÂtion to it. So it’s realÂly, realÂly sad.
So we put those two things in there, we want to add anothÂer comÂpoÂnent just to make sure that the apple starts invisÂiÂble and only shows when we when we aniÂmate it, and just for now we’ll just make that aniÂmaÂtion appear on the start. ObviÂousÂly latÂer, we’ll make that bit appear after the rabÂbits played. Now we play our litÂtle scene and already we can see the aniÂmal appears and moves up a litÂtle bit. So that’s how easy it is to just start putting these aniÂmaÂtions in. And from there, we just keep doing more and more and more of those. So the rabÂbit is done in exactÂly the same way with a sprite and an aniÂmaÂtor and adding in those those difÂferÂent layers.
The secÂond big part of of games that we want is this is the parÂtiÂcle engine. Now, a parÂtiÂcle sysÂtem. We’ve seen quite a few of these in some of the preÂviÂous demos. It’s these are used for effects like fire, smoke, exploÂsions, all that kind of thing. And it’s very simÂple. It’s just a sinÂgle image that keeps getÂting emitÂted from a cenÂtral point. And you can conÂtrol how many get emitÂted, how big they are, how fast they spin and when they fade out. So here we have a nice litÂtle sort of conÂstantÂly going puff of stars, by wantÂiÂng to go a bit faster, I can just make the speed a bit bigÂger. And now there you can see they’re slightÂly more effuÂsive, and they’re going a bit furÂther away, I can have more of them, which make it a bit more intense, that’s pretÂty wild you turn that back down again. And if I wantÂed it to be, so that’s one way of lookÂing at it, if I wantÂed to do it slightÂly difÂferÂentÂly, I could take bring the speed right down, but turn the duraÂtion up. So they go slow, but they last a lot longer. And now you can see it’s a much calmer sort of effect was takÂing up that same amount of space, I can make them spin a lot more. And this gives a more of a kind of a twinÂkling effects as opposed to a full exploÂsion effect that we’ve seen before.
We could do a simÂiÂlar thing for smoke. This has got this same sort of idea. But this time, we’re using gravÂiÂty to essenÂtialÂly suck the clouds upwards a bit because that’s obviÂousÂly what’s smoke does. If I turn them off, you’ll see what it looks like norÂmalÂly, we’re now just getÂting this bilÂlowÂing out from a cenÂtral point that we’re doing before. But adding this sort of like reverse gravÂiÂty, if you like, gives it this nice effect where the smoke sort of going up, we’ll make that a bit more intense and now looks the smoke that might come out of a fire or someÂthing like that. So again, all of this is hapÂpenÂing in real time the full engine is runÂning in there. And you can just simÂply keep tweakÂing these, these these variÂables and seeÂing how they affect how they affect the parÂtiÂcle sysÂtem, we’re going to keep fillÂing in those until until they look right.
Alright. So those are all posÂsiÂble in game builder. And I want to show you now a showÂcase of some of the simÂple things that you can do to to build some of the, to build your games. So the first one is a rockÂet takÂing off. So this is just a simÂple case of aniÂmatÂing things and layÂerÂing things. So let’s watch what hapÂpens. So our rockÂet stays there for a few secÂonds. Once we startÂed playÂing, and then we see the smoke starts comÂing out, and then it takes off. RealÂly, realÂly simÂple. And that is done. So we’ve got our, the sky is just the sky in the backÂground, we’ve got our rockÂet frame, which is a conÂtainÂer that allows us to aniÂmate one thing and essenÂtialÂly group a whole bunch of stuff underÂneath it. So the rockÂet, the rockÂet there itself is the actuÂal picÂture of the rockÂet and the frame is the bit we’re actuÂalÂly going to move around. And we want to do that because we’ve also got our smoke. So this is simÂiÂlar to the smoke effect that I showed you before. But this time, we want it to blow out downwards.
And all we do for our rockÂet is in our aniÂmaÂtion, we have an iniÂtial delay, so we have a bit of a pause. And then we spawn our spoke and attach it to ourÂself. And we and that’s how we make sure it’s comÂing out the botÂtom of the rockÂet and a litÂtle pause, and then we just move it up into the air. And that makes it take off. And if we watched out through again, we can see one two, there’s a pause, then the engine starts runÂning. And then up it goes. Simple.
The next one is this was in one of the demos that Jo showed you, the cave openÂing. So I’m going to show you the effect and then we’ll show how it’s put togethÂer. So this is the one with a cave with a treaÂsure that we did. So if what hapÂpens when you play it is that this sort of thing opens up and reveals the inside of the cave and reveals the treaÂsure inside.
9:41
The way that’s done is by just layÂerÂing up assets realÂly clevÂerÂly, these are all of the art assets. So that row three along the top that we’re using to creÂate this effect. So we’ve got a backÂground, which is the one on the left. There’s then a foreÂground which is the one on the right. And there’s finalÂly a mask that kind of jaggedy black outÂline. So when we layÂer them all up, we get what looks like this sort of comÂbined cave. The black outÂline means we then can put black all around the edges. So we don’t have any sort of edges of the screen that look a bit strange. But the key bit is that between those first two images in between those two, that’s where we’re going to put our door. And I’m going to show you this again, but withÂout the blacks around, so you can see how it’s done. So here I’ve got the backÂground and the foreÂground and the gem. So that one’s there, that’s got the the main backÂground, what we’re going to do is add, I’m gonna use a simÂple quad for this, obviÂousÂly, you could use a, an image with a nice kind of rocky texÂture, I was going to use just a grey square for this. And all we need to do is essenÂtialÂly I’ll make it a bit bigÂger, so it’s about the right size, it doesÂn’t have to be perÂfect. And all we’re going to do is just drag it into the right sort of order in the in the sequence, obviÂousÂly we don’t want to put it right at the back, so it’ll be behind everyÂthing, we want it behind the foreÂground but in front of the gem.
Then we just add an aniÂmaÂtor, so this is the same aniÂmaÂtion we’ve been using throughÂout and the aniÂmaÂtion itself was just a realÂly simÂple move up in the outÂline, all you want is a sinÂgle, sinÂgle option here to move to posiÂtion we’re just going to move it up in the air again, give it a bit longer, so it moves up a bit more slowÂly. And then when we play that we can see the effect you can see the layÂerÂing hapÂpenÂing right, you can see that thing comÂing in between the two. And a good way to sort of imagÂine how to do this is just imagÂine you’re makÂing your game out of out of bits of cardÂboard, right? You would you’d lay them up and use your hold one in between two othÂers and move it up and down to creÂate these kinds of effects. So that’s how it’s done in Katie’s games, simÂiÂlarÂly, where you had the burÂglar movÂing off the side of the screen, and some of those othÂer kind of things that’s done in exactÂly the same way we had the backÂground, we had the burÂglar on the front. And then we just had actuÂalÂly just a white panÂel on the side that the burÂglar moved behind to make it look like he was going going off the side of the screen.
And the last one, this is one of my favourite effects is how to make look like a car is driÂving along a road. This again was in I think one of the ones that Jo showed you. The basic trick, and this is the biggest spoilÂer, is that the car isn’t movÂing, the trees are. The cars are stayÂing exactÂly the same place and we all we do is simÂply move the trees down the screen. Again, the way we set this up, so we’ve got our tree here. And we’ve actuÂalÂly got two aniÂmaÂtions on this tree, we’ve got an iniÂtial one, which just moves it to the botÂtom of the screen, and then it go and then it trigÂgers an aniÂmaÂtion on itself. So one of the nice things about the aniÂmaÂtion tool is you can actuÂalÂly daisy chain aniÂmaÂtions togethÂer and the secÂond one this repeat one moves the top of the screen instantÂly, and then moves to the botÂtom of the screen in the space of a secÂond in this case, and that one loops. With this othÂer one it’s doing exactÂly the same thing, except that and this one has got a slightÂly smallÂer duraÂtion because it starts furÂther down the screen if you want it to line up evenÂtuÂalÂly. So then that’s how you creÂate this effect.
So again, it’s just the trees movÂing down the screen. But obviÂousÂly, to us, when we look at it, it looks like the car is driÂving along. You can do the same trick, it doesÂn’t have to be top down, you can do the same trick sideÂways where you could have a car or a train or someÂthing puffÂing along. And all you do is just move the trees along in the backÂground but the actuÂal train stays comÂpleteÂly still.
So that’s my litÂtle showÂcase of things that you can do with the game builder. I hope that’s givÂen you some ideas of stuff that you might be able to do and indeed gone like oh, it’s not, it’s all just smoke and mirÂrors. It’s all just clever tricks. It’s nothÂing terÂriÂfyÂing in there. So and as I said we are thrilled to see what peoÂple could build with it.

